2012年4月18日星期三

Idea regarding followers

Now, as we've seen in the demo the PC (Player's Character) can pick up along the way "helpers" who are pretty much mercs (although probably weaker, can't wear equip and will leave once their/your objective is done) I don't mean them at all.

My question however pertains to whether or not permanent followers (you'll see soon why I don't say merc) will be a part of the game?

Now by followers I mean normal Mercs you meet/hire in town as well as people you've "recruited" to your cause, say for example while running along happily in the countryside our PC meets a farmer who's town/farm is being attacked, he will of course plead the PC to help, which he probably will, as so on their way back to the town/farm to stop the demons they go, after a gruesome battle with lots of enemies dead and a unique leading them, we unfortunately see that all the townspeople/family are dead, the farmer then swears vengeance on them and asks the PC if he may come with him to rid the world of these pests; and so, pending the PCs approval our farmer becomes his follower (so long as he doesn't already have one). Being a farmer he's not very strong, but with some time, he could learn "Proficiencies" that would ultimately place him as slightly stronger/useful than a hired merc of the same level. Of course farmer Joe is just an example, there could be a hundred ways to get your very own follower. But mostly it would add a nice twist the the whole merc business.

Any thoughts on the matter?|||Quote:








Of course farmer Joe is just an example, there could be a hundred ways to get your very own follower. But mostly it would add a nice twist the the whole merc business.

Any thoughts on the matter?






You know .. i really liked the idea of making the mercs who join you have a little story of their own or a reason to join you in fighting.

I remember i made a topic once but it only covered the technical side of mercs and how to make them more customizable and interesting here http://diablo.incgamers.com/forums/s...d.php?t=719140 .. but your idea goes in a direction i didn't think of ... nicely done.|||Quote:








You know .. i really liked the idea of making the mercs who join you have a little story of their own or a reason to join you in fighting.

I remember i made a topic once but it only covered the technical side of mercs and how to make them more customizable and interesting here http://diablo.incgamers.com/forums/s...d.php?t=719140 .. but your idea goes in a direction i didn't think of ... nicely done.




Why thank you, I read your post about a month or two ago and generally liked it. I was getting tired of the bland/linear mercenaries so I though of this to spice them up. I also posted it on the official forums to see what others think.|||That would make you get attached to your helper guy more than you could to a merc, which couldn't be a bad thing :P I like that idea.|||One problem is that the follower is doomed to die in the grind. He will die, and it will be your fault for letting him follow you. You are a fierce barbarian with years of experience in slaying demans, wheras farmer Joe is just a farmer.

The second problem: If he doesn't die then farmer Joe is going to look superior to your barb who is supposed to be the hero.

We run into the d2 problem where your merc's are more like slaves who are going to die and it's pretty much your fault.|||Quote:








One problem is that the follower is doomed to die in the grind. He will die, and it will be your fault for letting him follow you.

The second problem: If he doesn't die then farmer Joe is going to look superior to your barb who is supposed to be the hero.




Sure he's going to die, the PC is going to die eventually (not counting HC) then it's just a matter of coming back to life (you spawn back at checkpoint, he spawns back a checkpoint) In the case of he dies and you don't you just go the nearest religious figure and pay a small fee to have him resurrected, lore wise we could say that when he joined you his soul was bound to yours which allows him to return to life (or whatever reason they used to explain d2 merc coming back)


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We run into the d2 problem where your merc's are more like slaves who are going to die and it's pretty much your fault.




Actually they'd be less like slaves, they willingly joined you whereas in D2 you bought them.

Another thing to add: Farmer Joe lost his family, his farm is wrecked, his life as a farmer is over, he is pissed at the demons and he has better chance of lasting longer going with you then he does going alone.|||Actually, you know what? I'd be totally fine with it if the follower, after a while, says "I have served you and paid my debt to you. It is time for me to stand aside and not interfere with your destiny against evil. Fare well." He retires.

Then, you can go get another one.|||Quote:








Actually, you know what? I'd be totally fine with it if the follower, after a while, says "I have served you and paid my debt to you. It is time for me to stand aside and not interfere with your destiny against evil. Fare well." He retires.

Then, you can go get another one.




That would make sense other than the fact people would go ballistic after losing the follower they've been leveling all this time as well as the abilities he acquired, not to say you can't get rid of your follower at anytime, just tell him to move on or something but I mean for the follower to spring up the fact that he's leaving, no matter the reason, will just make for a poor game experience.


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You're at the gates to the lower reaches off hell, your courage swells as you stand ever closer to defeating Diablo, you look to your trusted follower, he has grown much from being just a simple farmer, his skill with the sword rival yours and his determination is incredible, he will be of great help in the upcoming battle. Suddenly you spot a legion of demons approaching, your muscles tense and you prepare to sound the charge when suddenly

-Joe- "I have served you and paid my debt to you. It is time for me to stand aside and not interfere with your destiny against evil. Fare well."

-You- "SON OF A @����*&%"|||Well here's the way I see it:

Follower (looking at dead bodies): "Gosh boss, you really have this down to an art form. I should leave you to it...I'm just getting in your way."

Barb (smiling evily): "That's the idea, Mr. Meat Shied...uh, I mean Tanky Tank....I mean....what was your name again?"

Follower: "Really though, I almost got whacked back there! Did you see my life orb? You got your two bk rings and crown of ages, and--"

Barb: "Get with the times, maggot! Back to the front lines with you!"

It's more of an immersion problem for me. It just all looks bad knowing there is a 100% chance he's going to die. He's a walking corpse before anything else.|||I think it would be great if they could implement that with a quest. A farmer appears who has to protect his family, but he's not strong enough. He will go with you and leech a bit of your xp. After he has grown enough he says something like: thanks for teaching me in the arts of warfare. After that you get a quest reward and you can visit him for growing weeds for potions or whatever.

This would be a total new quest experience and the reward is a lot more logical then in D2. I mean u kill a cave of weak monsters and u get a skill point, but when u kill big D u get essentially nothing

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